Garou: Mark of the Wolves/Freeman

From SuperCombo Wiki

Introduction

A Criminal in Second South that had a similar look about a fusion of Iori and Benimaru.

Later,in KOF 12 Iori based his new non-flame moveset about him.

Gameplay

Freeman's gameplan is to use his good burst movement and normals to establish pressure with his rekkas and to confirm into his Full Blast super.

Strengths Weaknesses
  • Decent far-reaching normals for poking, alongside fast and advantageous normals for pressuring in close range
  • Rekkas are very versatile; used for combos, pressure, defense (guard cancels), and meter building
  • Can convert into his Full Blast super move from a decently far range
  • Practically no conversions off a hop
  • No invincible reversal
  • A lot of useless or bad special moves, including his break move and counter super
  • Somewhat limited anti-air and air-to-air options
MOTW Freeman Art.png



Character Colors

Freemancolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.html and https://w.atwiki.jp/garoumow/pages/75.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
HitBox: A predefined area (usually a group of rectangles or circles) that tell the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
HurtBox: A predefined area (usually a group of rectangles or circles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hit box on a projectile attack.
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other. (Also known as "Collision Box".)
Command the input for the attack.
Start Up The number of frames that initiate at the beginning of an attack after the input. And when the first hitbox is present.

The first active frame is after the last startup frame.

Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "basic" damage -- unmodified damage values

"correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decrease your guard durability gauge/meter by that value/s
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
circle means cancelable on both hit/block.
infinity means chain cancelable with the same button (renda cancel).
means cancelable on the first hit/part only.
《 》OR « » OR << >> OR ( ) The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame).
up triangle means only cancelable on block.
down triangle means only cancelable on hit.
× OR X means not cancelable.


Notes:

  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.


Close Standing Normals

Cl. Kof.lp.png
Garou Freeman cl.A.jpg
Cl. Kof.lp.png Damage Guard Startup Active Recovery Total
4 Mid 4 4 5 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 4

Standing jab. Proxomity normal, so tricky to get in range for but good nonetheless.

Last 2F of recovery has full-body invincibility.

Cl. Kof.lp.png>Kof.lp.png Damage Guard Startup Active Recovery Total
4, 9 HL 4 4 12 20
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 X X X 4, 9

Target combo from cl.5A.

Cl. Kof.lp.png>Kof.lp.png>Kof.lp.png Damage Guard Startup Active Recovery Total
4, 9, 8 HL 3 3 17 23
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 X X X 4, 9, 9

Target combo from cl.5A. Bad damage and you're minus in hit, never do this


Cl. Kof.lk.png
Garou Freeman cl.B.jpg
Damage Guard Startup Active Recovery Total
6 Mid 3 4 5 12
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

Very fast, advantageous move. Proximity normal, so tricky to get in range for, but useful for pressure and hitconfirms.


Cl. Kof.sp.png
Garou Freeman cl.C.jpg
Damage Guard Startup Active Recovery Total
10 Mid 7 3 25 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 5

Very unsafe, but feint cancelling it makes it very plus and helpful for punishes

Cl. Kof.sk.png
Garou Freeman cl.D-1.jpg
Garou Freeman cl.D-2.jpg
Damage Guard Startup Active Recovery Total
6, 6 Mid 4 3, 3 20 30
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 3, 3

Decent proximity normal. Your heavy hitconfirm of choice, as FCing this gives you enough time to link into 2C for optimal punishes. Make sure to cancel before the second hit.


Far Standing Normals

Far Kof.lp.png
Garou Freeman s.A.jpg
Far Kof.lp.png Damage Guard Startup Active Recovery Total
5 Mid 4 4 12 20
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 4

Average far jab. Decent ground poke, but moreso valuable as a fast anti air, even if mediocre

Far Kof.lp.png>Kof.lp.png Damage Guard Startup Active Recovery Total
5, 8 Mid 3 3 17 23
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 X X X 4, 9

Target combo from f.5A.


Far Kof.lk.png
Garou Freeman s.B.jpg
Damage Guard Startup Active Recovery Total
7 Mid 5 4 16 25
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 4

Standing poke with speed, cancellable and actually a good hitbox to beat lows. Has a good bunch of recovery and is vrry minus, so be sure to always buffer rekkas, and dont throw this out often


Far Kof.sp.png
Garou Freeman s.C-1.jpg
Garou Freeman s.C-2.jpg
Damage Guard Startup Active Recovery Total
14 Mid 9 3, «2», 4 11 29
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 X X X 5

One of Freeman's few anti air options. While it may be a bit slow, its got solid hitboxes and is plus on block, without too much recovery.


Far Kof.sk.png
Garou Freeman s.D.jpg
Damage Guard Startup Active Recovery Total
14 Mid 8 3 20 31
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 X 5


Crouching Normals

Cr. Kof.lp.png
Garou Freeman cr.A.jpg
Damage Guard Startup Active Recovery Total
4 Mid 5 4 6 15
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 ◯ / ∞ ◯ / ∞ 4


Cr. Kof.lk.png
Garou Freeman cr.B.jpg
Damage Guard Startup Active Recovery Total
6 Low 4 4 6 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 4

Your typical crouching B, which means its great for pressure, combos and poking. Doesn't self-chain, but can still link into itself. Combos into rekkas and Full Blast.


Cr. Kof.sp.png
Garou Freeman cr.C.jpg
Damage Guard Startup Active Recovery Total
10 Mid 6 2 15 23
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 5

Great normal: very plus on block/hit at +4 (enough for a 2b to be a combo), deals good damage and combos into damaging confirms like Nightmare A. Has decent range and good ground priority.

Cr. Kof.sk.png
Garou Freeman cr.D.jpg
Damage Guard Startup Active Recovery Total
10 Low 10 3 28 41
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -10 X X X 5


Jumping Normals

Jump Kof.lp.png
Garou Freeman j.A.jpg
Damage Guard Startup Active Recovery Total
6 High 4 10 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 4

Quick air move with decent hitbox for meeting opponents in the air


Jump Kof.lk.png
Garou Freeman j.B.jpg
Damage Guard Startup Active Recovery Total
6 High 5 9 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 4

More range but the hurtbox is also extended. Decent quick jump-in and alternative air poke


Jump Kof.sp.png
Garou Freeman j.C.jpg
Damage Guard Startup Active Recovery Total
10 High 9 5 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 5

Good aggressive air normal, for air-to-ground approaches. Slower, but better hitbox

Can beat out upper-body evasion attacks.


Jump Kof.sk.png
Garou Freeman j.D.jpg
Damage Guard Startup Active Recovery Total
10 High 10 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 5


Universal Moves

St. Kof.lp.pngKof.lk.png
Lower-body evasion attack
Garou Freeman AB.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 21 3 17 41
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 - X X 6

Pretty slow and fairly reactable, ignore this generally.


Cr. Kof.lp.pngKof.lk.png
Upper-body evasion attack
Damage Guard Startup Active Recovery Total
10 Mid 8 3 20 31
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-4 +2 X 6

1~6F of upper body invincibility. Last 3F has full-body invincibility.


Overkill (T.O.P. Attack)
Kof.sp.pngKof.sk.png
Damage Guard Startup Active Recovery Total
17 (base damage) Mid 16 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - - 25

Freeman slashes above, from the front to the back. Too slow to serve as an anti air, and ots high guard damage doesnt mean much when its very unsafe on block. You could space it to make it harder to punish but you shouldnt use it for pressure to begin with. Pretty bad TOP move.

For what is worth, it's Freeman's best starter on counter hit, putting the opponent on a juggle state afterwards. Meterless, TOP, st.C does more damage than a rekka counterhit starter or Morbid Angel Break (HCF+K), and can even juggle a cr.C into super for a 60%ish combo. The chances of getting this starter are few and far between, but it can be good to punish "filler" blockstrings or to avoid chip scenarios, for example, a Jenet player doing cl.C into Buffrass (QCF+P) or D The Hind Break (QCF+D).

Learning what blockstrings you can heavily punish after a JD or just fishing for this in neutral and reacting to the counter hit accordingly can increase your damage tenfold, but even with this, the move remains mediocre.

Throws

Gorefest
Close B.png/F.png+Kof.sp.png
Garou Freeman Grab.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+73 - - - - -

Typical throw with no particular characteristics


Feint Cancels

F.png+Kof.lp.png+Kof.sp.png
Forward Feint
Garou Freeman ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the animation of a delayed Full Blast after blackout.


D.png+Kof.lp.png+Kof.sp.png
Down Feint
Garou Freeman DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Phobia (and to a less extent Nightmare). Has upper-body invincibility when his body is lowered.


Special Moves

V.O.D.
Qcb.png + Kof.lp.png * 3
Qcb.png+Kof.lp.png Damage Guard Startup Active Recovery Total
8 Mid 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - - 2
  • Freeman's rekka series, easily his best special move.
  • He can cancel each part rekka into a followup of whatever strength (For example, Freeman can do 214A > 214A > 214C as a string).
  • Rekkas are often used for pressure and combos, as well as occassionally for poking and meter building in neutral.

The first part of Freeman's light rekkas, is +1 on block and starts up rekka offense.

Qcb.png+Kof.lp.png > Qcb.png+Kof.lp.png Damage Guard Startup Active Recovery Total
8 Low - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
0 0 - - - 2

The second hit of Freeman's rekkas. Only 0 on block and with generous cancel timing, its great for pressure and combos. Also Freeman's only low rekka. Can be cancelled into from the rekka starter on whiff as well.

Qcb.png+Kof.lp.png > Qcb.png+Kof.lp.png > Qcb.png+Kof.lp.png Damage Guard Startup Active Recovery Total
8 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - - 3

Third part of Freeman's light rekkas, knocks the opponent far away but is very punishable on block. Mostly used in combos exclusively.


V.O.D.
Qcb.png + Kof.sp.png * 3
Qcb.png+Kof.sp.png Damage Guard Startup Active Recovery Total
8 Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - - 3
  • Freeman's rekka series, easily his best special move.
  • He can cancel each part rekka into a followup of whatever strenght (For example, Freeman can do 214a214a214c as a string).
  • Rekkas are often used for pressure and combos, as well as occassionally for poking and meter building in neutral

Slower and more unsafe with no real benefit.

Qcb.png+Kof.sp.png > Qcb.png+Kof.sp.png Damage Guard Startup Active Recovery Total
8 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 - - - 3

Second hit of Freeman's heavy rekkas. Much more unsafe and not a low. No real benefit, avoid using this.

Qcb.png+Kof.sp.png > Qcb.png+Kof.sp.png > Qcb.png+Kof.sp.png Damage Guard Startup Active Recovery Total
8 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -1 - - - 3

Final hit of Freeman's heavy rekkas. Actually better then the light ender, since it launches opponents into the air for a knockdown, landing closer. Also much more safe, so used to end pressure safely.


Nightmare
Qcf.png+Kof.lp.png/Kof.sp.png
Qcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
17 Mid 18 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 7

Freeman slides back a short distance before dashing with a slash attack. Has 1~12F upper-body invincibility during it's startup, which let it dodge some moves in neutral. Good callout punish and combo tool from heavy normals

Qcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
21 Mid 28 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 8

Has 1~20F upper-body invincibility during it's startup, which let it dodge some moves in neutral but now it's way too slow.

Crow
Qcb.png+Kof.lk.png/Kof.sk.png
Qcb.png+Kof.lk.png Damage Guard Startup Active Recovery Total
9, 9 High 29 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - - 4, 4

Leaps to the air to do a slow, overhead attack. The slow startup combined with the low reward makes this move never worth using.

Qcb.png+Kof.sk.png Damage Guard Startup Active Recovery Total
10, 10 High 41 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - - 4, 4


Phobia
Dp.png+Kof.lp.png/Kof.sp.png
Dp.png+Kof.lp.png Damage Guard Startup Active Recovery Total
18 Mid 17 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 - - - 7

Anti-air slash, but quite too slow to be reliable, even with upper-body invincibility frames on startup (4~11F). Punishable on ground hit, so awful for ground combos, but knock opponents close if airborne

Dp.png+Kof.sp.png Damage Guard Startup Active Recovery Total
22 Mid 20 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 8

More damage and upper-body invincibility frames on startup (4~15F), as well as being safer, but even slower.


Morbid Angel
Hcf.png+Kof.lk.png
Hcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
21 - 25 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -

Jumps in the air for a leaping, slow command grab that misses crouchers and fails close to the corner. Pretty shitty move as it's so hard to land and the reward isnt nearly worth. Switches sides

Hcf.png + Kof.lk.png Break Damage Guard Startup Active Recovery Total
- - 25 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+13 - - - - -

Probably the worst brake move in the game. The reward is sctually very good but for the aformentioned reasons above you won't be able to rely on landing this move


Morbid Angel
Hcf.png+Kof.sk.png
Hcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
21 - 27 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -
Hcf.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
- - 27 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+13 - - - - -


Super Moves

Full Blast
Qcf.png,Qcf.png + Kof.lp.png/Kof.sp.png
Qcf.png,Qcf.png + Kof.lp.png
(Can Hold Kof.lp.png)
Damage Guard Startup Active Recovery Total
33 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - - 15

1~8F full-body invincibility. Projectile hitbox/hurtbox. Your main super to use in combos, as it adds a good chunk of damage and is very easy to combo into. Surprisingly safe if spaced.

When the button is held, startup can be delayed 1~48F max after blackout.

Qcf.png,Qcf.png + Kof.sp.png
(Can Hold Kof.sp.png)
Damage Guard Startup Active Recovery Total
23, 26 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 15×2

1~11F full-body invincibility. Attack guaranteed to go through entire startup and come out. Has a projectile hitbox/hurtbox. One of the better 2 bar supers in this game due to it's respectable damage. More damaging than the above but be aware of the opponent's followup trajectory of used in juggles - it can be inconsistent

When the button is held, startup can be delayed 1~48F max after blackout.


Creeping Death
Qcf.png,Qcf.png + Kof.lk.png/Kof.sk.png
Qcf.png,Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
33 - 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -

Freemam's second super series - after a few frames of invulnerability, he advances forward quickly, in a parry stance. Once hit, it guarantees a very damaging punish. Counters highs, mids and lows and is very consistent once triggered, although there's a frame where Freeman is totally defenseless. High-risk high-reward but a bit too slow to really rely on.

1~6F full-body invincibility, 8~39F full-body counter.

Qcf.png,Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
7×5, 25 - 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - -

1~9F full-body invincibility, 10~36F full-body counter.


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